Greetings, I am writing after testing a few things, ill detail those at the end. Also, please note a theory after the troubleshooting. The mesh is technically an alembic file exported out of marvelous designer.
I have a mesh that has a material applied to it. The material looks as if the texture is tiling a zillion times over. Ideally there would be no tiling and the UV texture image that has been added to node structure would apply as expected.
The mesh is a T-Shirt, and the texture image is the T-Shirt design.
Ideally, this issue would be resolved by switching the X/Y-axis tiling method from Wrap to Clamp in the Texture Images Asset “settings.” I have read that this stops a texture image from tiling. However when i make this change 2 things happen. 1) when viewing the object at a distance… it is as if all of the colors in the image combine into a maroon smudge instead of the proper untiled image. The image has no maroon colors but neon green and neon pink and lots of black. Perhaps its a mixture of the pixels idk… 2) when viewing the object very closely there are some strange tiling artifacts that can be seen. The colors of the artifacts are in black or maroon (same maroon as in (1)) or slight variation of same maroon.
Pic of clamped texture setting in close proximity. Note artifacts. If viewer is zoomed out, the color of the shirt blends into one uniform color kinda like the one across the womans chest.
When i turn off clamp, the image goes back to being tiled a zillion times. You can kind of see how the image is tiling so very small.
I have added a Texture Coordinate node to the Material and reduced it to .05 on both Utiling and Vtiling and can see that this moves things in the right direction. However, i cant continue with this approach as i have to find some sweet spot where the UVtiling fits as it is supposed to and just reducing from 1 to .01 and then down by a factor of 2 to .05 or .000625 is still not finding things lining up correctly.
Here is a pic of the original UV texture
PLEASE NOTE…this mesh has quite a history. It is a piece of clothing exported out of marvelous designer as an alembic (ogawa) file. And when it got imported into unreal engine it had to be scaled down by a factor of ten (so from 1 to .1). Also please note, that the model that was used to have the clothing “draped” over, was exported out of blender. When that model got exported out of blender it had to get exported out at 1000 times larger than the default size. I am guessing this could have an influence in the potential tiling issues, but I want to say that a UV if properly ratio’ed should still somehow work. IDK. Also, i have confirmed that the file being imported as UV is not corrupt. several versions have been tested at various sizes. It is PNG.
I will test any aspect though if there are thoughts that I am overlooking some aspect of the approach here.